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Editing v0.31 Talk:Cave lobster

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<br>1) No shell is produced because without [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] the game doesn't know what material to use for "SHELL" tissue,  without [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] it doesn't know what material to use for "SHELL" material (used in the previous step) and without [BODY_DETAIL_PLAN:SHELL_POSITIONS] it doesn't know where to place "SHELL" bodypart. There are many "SHELL" tokens in the raws with different meanings: cave lobsters need SHELL token on SHELL_TEMPLATE material in material_template_default.txt to register that material as usable for SHELL-requiring jobs, SHELL token  in SHELL_TEMPLATE tissue in tissue_template_default.txt to use local creature material named "SHELL" and SHELL token in BODY_DETAIL_PLAN from b_detail_plan_default.txt to find where to place local bodypart named "SHELL". "SHELL" bodypart from body_default.txt is declared and the game will try generate an item out of it on "fish processing" job but fail due to lack of information.
 
<br>1) No shell is produced because without [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] the game doesn't know what material to use for "SHELL" tissue,  without [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] it doesn't know what material to use for "SHELL" material (used in the previous step) and without [BODY_DETAIL_PLAN:SHELL_POSITIONS] it doesn't know where to place "SHELL" bodypart. There are many "SHELL" tokens in the raws with different meanings: cave lobsters need SHELL token on SHELL_TEMPLATE material in material_template_default.txt to register that material as usable for SHELL-requiring jobs, SHELL token  in SHELL_TEMPLATE tissue in tissue_template_default.txt to use local creature material named "SHELL" and SHELL token in BODY_DETAIL_PLAN from b_detail_plan_default.txt to find where to place local bodypart named "SHELL". "SHELL" bodypart from body_default.txt is declared and the game will try generate an item out of it on "fish processing" job but fail due to lack of information.
 
<br>2) 214 000 cave lobster population versus 9 900 000 turtle population and "unnumbered" mussels in a standard Large world makes them hard to find and trivial to deplete entirely in any region. I you had ever successfully fished a cave lobster - leave a note here please.--[[User:Another|Another]] 17:02, 20 November 2010 (UTC)
 
<br>2) 214 000 cave lobster population versus 9 900 000 turtle population and "unnumbered" mussels in a standard Large world makes them hard to find and trivial to deplete entirely in any region. I you had ever successfully fished a cave lobster - leave a note here please.--[[User:Another|Another]] 17:02, 20 November 2010 (UTC)
 
Another 2 issues; 1) in [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS] the tissue layer for SHELL is given as ARG1, which means chitin.  I don't think it'll be usable unless that gets changed to SHELL.
 
 
2) cave lobsters now have the [VERMIN_NOFISH] token, which means they cannot be caught with the fishing labor.  They lack the [VERMIN_NOTRAP] token that pretty much all other fish have, though, so I suspect toady wants to enable lobster traps at some point. Until then cave lobsters are almost impossible to get.  --[[User:ObliqueFault|ObliqueFault]] 21:40, 11 March 2011 (UTC)
 
:Cave lobsters have '''always''' had [VERMIN_NOFISH], and were always supposed to be caught in traps. --[[User:Quietust|Quietust]] 22:01, 11 March 2011 (UTC)
 
::I see. I guess I was confused by the wiki saying that they could be fished. Thanks for the clarification.  [[User:ObliqueFault|ObliqueFault]]
 

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